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More unhinged narrative design: What if RPG stats measured weaknesses instead of strengths? Part Two – Turn those boring old stats into snazzy new anti-stats!

See Part One here! Time to break some more table tops! (and also my face...)

Unhinged narrative design: What if RPG stats measured weaknesses instead of strengths? (Part One: The Narrativening)

Let's break some tabletops! (By applying videogame narrative design tactics!)

Making games made me realize that I'm a malformed freak of nature, but at least now I know why none of my shirts fit

  – A Tragedy of Seeing With Open Eyes – – – Also Some Rambling Advice about Narrative Delivery Systems – –